Аналіз сучасних моделей гейміфікації для проєктів цифрової трансформації підприємств
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3. Hunicke R., LeBlanc M., Zubek R. MDA: A Formal Approach to Game Design and Game Research. AAAI Workshop on Challenges in Game AI. 2004.
4. Werbach K., Hunter D. For the win, revised and updated edition: The power of gamification and game thinking in business, education, government, and social impact. University of Pennsylvania Press, 2020.
5. Marczewski A. Even Ninja Monkeys like to play. Gamification, Game Thinking and Motivational Design. London : Blurb Inc, 2015. 28 p.
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7. Jimenez S. Gamification model canvas. Game developer. 2013. URL: https://www.gamedeveloper.com/business/gamification-model-canvas.
8. De Reuver M., Bouwman H., Haaker T. Business model roadmapping: A practical approach to come from an existing to a desired business model. International Journal of Innovation Management. 2013. Vol. 17, № 1. URL: https://www.worldscientific.com/doi/abs/10.1142/S1363919613400069.
9. Baldeón J. et al. Gamification design framework to support multi-agent systems theory classes. Advances in Social Computing and Digital Education: 7th International Workshop on Collaborative Agents Research and Development.... Springer International Publishing, 2016. P. 136–155.
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12. Eyal N. Hooked: How to build habit-forming products. Penguin Uk, 2013. 83 p.
13. Game Thinking. URL: https://gamethinking.io/.
14. Fitz-Walter Z., Tjondronegoro D., Wyeth P. Orientation passport: using gamification to engage university students. Proceedings of the 23rd Australian computer-human interaction conference. 2011. P. 122–125.
15. Nicholson S. A User-Centered Theoretical Framework for Meaningful Gamification. Games+Learning+Society 8.0. Madison, SW, 2012.
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1. Jacobides, M. G., et al. (2024). The business value of gamification. California Management Review, 66 (2), 91–107.
2. Chou, Y.-K. (n.d.). The Octalysis framework for gamification & behavioral design. Retrieved from https://yukaichou.com/gamification-examples/octalysis-complete-gamification-framework/
3. Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A formal approach to game design and game research. In AAAI Workshop on Challenges in Game AI.
4. Werbach, K., & Hunter, D. (2020). For the win, revised and updated edition: The power of gamification and game thinking in business, education, government, and social impact. University of Pennsylvania Press.
5. Marczewski, A. (2015). Even ninja monkeys like to play. Gamification, game thinking and motivational design. Blurb Inc.
6. Ryan, R. M., & Deci, E. L. (2000). Intrinsic and extrinsic motivations: Classic definitions and new directions. Contemporary Educational Psychology, 25 (1), 54–67.
7. Jimenez, S. (2013). Gamification model canvas. Game Developer. Retrieved from https://www.gamedeveloper.com/business/gamification-model-canvas
8. De Reuver, M., Bouwman, H., & Haaker, T. (2013). Business model roadmapping: A practical approach to come from an existing to a desired business model. International Journal of Innovation Management, 17 (1). Retrieved from https://www.worldscientific.com/doi/abs/10.1142/S1363919613400069
9. Baldeón, J., López-Sánchez, M., Rodriguez, I., & Puig, A. (2016). Gamification design framework to support multi-agent systems theory classes. In Advances in social computing and digital education: 7th international workshop on collaborative agents research and development... (pp. 136–155). Springer International Publishing.
10. Tondello, G. F., et al. (2016). The gamification user types hexad scale. Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 229–243.
11. Tondello, G. F., et al. (2019). Empirical validation of the gamification user types hexad scale in English and Spanish. International Journal of Human-Computer Studies, 127, 95–111.
12. Eyal, N. (2013). Hooked: How to build habit-forming products. Penguin Uk.
13. Game Thinking. (n.d.). Retrieved from https://gamethinking.io/
14. Fitz-Walter, Z., Tjondronegoro, D., & Wyeth, P. (2011). Orientation passport: Using gamification to engage university students. Proceedings of the 23rd Australian Computer-Human Interaction Conference, 122–125.
15. Nicholson, S. (2012). A user-centered theoretical framework for meaningful gamification. In Games+Learning+Society 8.0.
16. Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD Research, 1 (1).
17. Fogg, B. J. (2019). Fogg behavior model. Behav. Des. Lab., Stanford Univ. Tech. Rep.